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Posts by MassPunishment
MassPunishment's Profile - Posts by MassPunishment
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Ya I didn't come across any other issues while playing the hack from the beginning

Graphics: Berk
Music: Berk, and unknown
Blocks: LMPuny, Cartesius, Beekaay
Sprites: Erik
Tester: Flips_bad

Updated the rom
I'll test it out
>In One Eyed Jack's secret exit I found that you can get the second Yoshi past where the obvious ditch would happen by spamming the A button to hit the on/off block while not having the ground disappear

>I found that throughout the hack the sound for the on/off blocks wasn't working either by removing it or the port used has conflicts with the sound. This created issues where I didn't always know if the blocks were active or not

>My biggest issue is the whole final level. I found the whole hack to be on the easier side, but with a few slight difficulty spikes here and there; but then the last level spikes harder than anything in the whole hack by miles. The main thing about this first section was the whole reverse controls while jumping out of water tiles onto sprites or platforms that will obviously reverse their controls. You're asking the player to deal with the swimming faster gimmick, reverse water, jumping in and out of water tiles, and being on a tight p-switch timer which leaves no room for error. This is an issue with jumping in and out of water tiles where if you don't do it perfectly you wont jump out properly, and you'll never beat out the p-switch timer. The whole second half is telling the player to know how to deal with standard platforming or shell jumps while every time they hit an on/off block they have to switch their controls. There was also platforms or small pillars to force a weave through them that's obviously hard since there's reverse controls. Then the whole kicking koopa section where you're telling the player that they have to keep remembering when their controls are going to reverse while landing on the On/Off blocks. It would of been a challenge on it's own if it was standard solid ground, but they have no chance of correcting themselves with the On/Off blocks. Marketing this hack as "on the easier side of kaizo light, so experienced kaizo players will not find it too difficult." doesn't line up with what that final level is. This level is either built with savestating each jump to see if it's even possible, or this is an extreme case of creator's bias where you mastered all these gimmicks to the extreme while telling the player that they have to as well.
Since you didn't do anything with the on/off switch sounds in AMK I assume the choices in ports is what's causing the conflicts, b/c that's usually the case with bad sound effects.

Umm for the most part the game play everywhere else was fine, and I didn't see any issues. The palette choices for the levels were a tad bit over the top, but I didn't find that any issue with them since I always could tell what the foreground and background was. I could see that be an issue for some people especially with the really bright backgrounds, but I didn't have too much of an issue with it.

Oddly enough I didn't find the Boo battle as hard as the level, b/c I would just sit in place until I had regular controls to get the blocks. It was still challenging, but nothing on the scale of the level. It's hard to say how to tone down that final level, but the first thing off the top of my head is to limit what you want from the player to be 2 things in the first section rather than the 4 things I mentioned.

I'll for sure test out the changes that you make.
>All of the changes looks good to me.

>Since I have prior experience in the final level it does seem easier to me, but I feel that an inexperienced player wont think the same thing.

>I did find a spawn issue with the 2 poison mushrooms jumping in the water. If you go too far right before landing on the platform before that obstacle you can get them out of sync, and it makes it impossible to survive it. I found I had to hang back to the left to not have this issue
It will take me a few days, but I'll give it a look
>There was multiple levels in the hack where the music was too loud. There’s no magic number in the music file to know the outputted volume level, but mess around with the master volume value while jumping in the level with Mario. You want the jump sounds to be louder than the music.

>There's B0 lives on the OW after beating levels where there player is triggering multiple 1-ups

>Since the camera scrolls at will there are times where jumps become blind https://streamable.com/arhxg0

Aerials- Secret
>There’s a lot of blind jumps due to the camera scrolling

Time After Time
>When I enter the second room the pipe takes me to a completely different level, which is the secret exit for Going Under

>There’s a misplaced foreground tile on the stones above Mario

The Islander
>The back shot shell jump is a tad bit blind on where to land even though you can follow the shell

One Last Breath
>There’s a misplaced foreground tile above the spike

Almost Easy
>I was able to get rope glitch in this level. I’m aware that the current rope glitch patch only works most of the time, and it’s hard to fault the creator on the patch's flaw. On my first attempt in the level I was able to pull it off, but other attempts didn’t work. I would suggest to redo all of the foreground to some sort of death blocks to completely prevent this possibility.

>There’s two brown platform sections in the first half where I can just ride it the whole time by clipping against the foreground to bypass the rope section

>The first fuzzy I can also go under the foreground, b/c of the same brown platform issue

>The only time that I watched you clear video to understand the intentions was the final part of the Yellow Switch Palace. Since the level is forcing you to go fast it's hard to know to go back to the winged platform the final time especially giving how tight the p-switch section is.
This is a community driven website, and everyone is volunteering their time when making anything submitted to this site all for free. Since you see an issue with the current system why don't you volunteer your time to fix this said issue?
So I work in software, and I know there's a ton of issues with trying to implement this. Any developer can tell you that when they have to fix code that wasn't written by them it can be a mess to parse through, b/c every developer has different ways they structure code, commenting conventions, and just the logic of how certain code gets made. I've met tons of people that think fixing software is easy, or even creating it can be done in a second. This is why every resource on this site is a use at your own risk when putting it into your rom. It's easy to theory craft solutions without knowing how much work would be involved in pulling it off.
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MassPunishment's Profile - Posts by MassPunishment